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/* | |
MIT License | |
Copyright (c) 2014-2022 Eron Gjoni | |
Copyright (c) 2019-2022 K. S. Ernest (iFire) Lee | |
Copyright (c) 2021 Rafael Martinez Gordillo. | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
*/ | |
int current_bone_index = 0; | |
Vector<int> bones_to_process = skeleton->get_parentless_bones(); | |
for (int32_t child_i = 0; child_i < label_mesh_origin->get_child_count(); child_i++) { | |
Label3D *label = cast_to<Label3D>(label_mesh_origin->get_child(child_i)); | |
if (label) { | |
label->queue_delete(); | |
} | |
} | |
Vector3 current_bone; | |
while (bones_to_process.size() > current_bone_index) { | |
int current_bone_idx = bones_to_process[current_bone_index]; | |
current_bone_index++; | |
Vector<int> child_bones_vector; | |
child_bones_vector = skeleton->get_bone_children(current_bone_idx); | |
int child_bones_size = child_bones_vector.size(); | |
int child_bone_idx = -1; | |
for (int i = 0; i < child_bones_size; i++) { | |
if (child_bones_vector[i] < 0) { | |
// Something wrong. | |
continue; | |
} | |
child_bone_idx = child_bones_vector[i]; | |
Label3D *label_mesh = memnew(Label3D); | |
float snap = 0.1; | |
float x_angle = 0.0f; | |
{ | |
Vector3 current_bone = skeleton->get_bone_global_pose(current_bone_idx).basis[Vector3::AXIS_X]; | |
Vector3 child_bone = skeleton->get_bone_global_pose(child_bone_idx).basis[Vector3::AXIS_X]; | |
Quaternion rot = IKKusudama::quaternion_unnormalized(child_bone, current_bone); | |
Vector3 x_axis = Vector3(1.0, 0.0, 0.0); | |
Vector<Quaternion> decomposed = IKKusudama::get_swing_twist(rot, x_axis); | |
x_angle = decomposed[1].get_angle(); | |
x_angle = Math::rad2deg(x_angle) + snap * 0.5; // else it won't reach +180 | |
x_angle -= Math::fmod(x_angle, snap); | |
} | |
float z_angle = 0.0f; | |
{ | |
Vector3 current_bone = skeleton->get_bone_global_pose(current_bone_idx).basis[Vector3::AXIS_Z]; | |
Vector3 child_bone = skeleton->get_bone_global_pose(child_bone_idx).basis[Vector3::AXIS_Z]; | |
Quaternion rot = IKKusudama::quaternion_unnormalized(child_bone, current_bone); | |
Vector3 z_axis = Vector3(0.0, 0.0, 1.0); | |
Vector<Quaternion> decomposed = IKKusudama::get_swing_twist(rot, z_axis); | |
z_angle = decomposed[1].get_angle(); | |
z_angle = Math::rad2deg(z_angle) + snap * 0.5; // else it won't reach +180 | |
z_angle -= Math::fmod(z_angle, snap); | |
} | |
float y_angle = 0.0f; | |
{ | |
Vector3 current_bone = skeleton->get_bone_global_pose(current_bone_idx).basis[Vector3::AXIS_Y]; | |
Vector3 child_bone = skeleton->get_bone_global_pose(child_bone_idx).basis[Vector3::AXIS_Y]; | |
Quaternion rot = IKKusudama::quaternion_unnormalized(child_bone, current_bone); | |
Vector3 y_axis = Vector3(0.0, 1.0, 0.0); | |
Vector<Quaternion> decomposed = IKKusudama::get_swing_twist(rot, y_axis); | |
y_angle = decomposed[1].get_angle(); | |
y_angle = Math::rad2deg(y_angle) + snap * 0.5; // else it won't reach +180 | |
y_angle -= Math::fmod(y_angle, snap); | |
} | |
label_mesh->set_text( | |
vformat(String("Rotating %s\nX %s degrees\nY %s degrees\nTwist %s degrees"), | |
skeleton->get_bone_name(current_bone_idx), | |
String::num(x_angle, Math::range_step_decimals(snap)), | |
String::num(y_angle, Math::range_step_decimals(snap)), | |
String::num(z_angle, Math::range_step_decimals(snap)))); | |
label_mesh->set_font_size(8); | |
label_mesh_origin->add_child(label_mesh); | |
Transform3D xform = skeleton->get_bone_global_pose(current_bone_idx); | |
xform.basis = Basis(); | |
label_mesh_origin->set_transform(xform); | |
// Add the bone's children to the list of bones to be processed. | |
bones_to_process.push_back(child_bones_vector[i]); | |
} | |
} |
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